/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *   http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.physics.box2d.joints;

import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.JointDef;

/**
 * Mouse joint definition. This requires a world target point, tuning parameters, and the time step.
 */
public class MouseJointDef extends JointDef {
    /**
     * The initial world target point. This is assumed to coincide with the body anchor initially.
     */
    public final Vector2 target = new Vector2();
    /**
     * The maximum constraint force that can be exerted to move the candidate body. Usually you will express as some multiple of
     * the weight (multiplier * mass * gravity).
     */
    public float maxForce = 0;
    /**
     * The response speed.
     */
    public float frequencyHz = 5.0f;
    /**
     * The damping ratio. 0 = no damping, 1 = critical damping.
     */
    public float dampingRatio = 0.7f;

    public MouseJointDef() {
        type = JointType.MouseJoint;
    }
}
